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atwwong

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Everything posted by atwwong

  1. Hey, those monsters are cool! I really like the ghost! Maybe I could borrow your talents for a Haunted Adventure sequel (another really cheap plug... )
  2. I think the crosses look better...
  3. The optimized source code has made the player and maze walls the same colour as the lighting, so that everything except the objects and light are invisible in invisible maps Going to plow through the code... Nevermind. Found something called "playfield control"... (Woohoo! I'm a Star Raider now! ) Code ported; some maps had to be altered; beginning to test additions...
  4. You'll be sure to hear from me if I get it working or not! Tomorrow evening...
  5. Thanks Nukey. I've almost finished porting over everything to the optimized version and will do a test compile, and then try out your coding!
  6. No big secret - I wanted to give the user a choice between an invisible hand (magnet) and eye (dot) and coloured ones, like a difficulty level choice but changing colours of these two objects in the game.
  7. Doesn't Joel's code remove the black & white switch coding? Okay, I'm not sure (at my Mom's)
  8. Thanks Nukey! Looks like I've got more work to do, but I'm heading over to my parents for a late Mother's Day dinner. I'll be back... Hmmm... this will mess up the b/w switch trick...
  9. This looks like a capital idea, Nukey! Could I do these changes with the non-optimized code? Or do I need to port everything over to the optimized code first? Maybe I'll just try it ... rats, dinnertime for me!
  10. I'm working on the manual now, but in the revised story his crypt was desecrated and his head removed by disgruntled postal workers... I mean, someone who wasn't very happy. Game 3 is ready (sorta like Adventure's game 3) and winnable!
  11. All I can say is that this is an incredible masterpiece!!!
  12. The mazes in the former black castle area had some glitches where the playfields were shared. The player could enter a passageway that was smaller than another and get temporarily stuck. Also, there were areas where the player could travel to the edge of the screen and be blocked by the next playfield. I thought this was cool so I left one in! The unfortunate side effect of this is that I lost my one-way passage, but now it feels much more complete. There is only one small area that could not be fixed; this would have caused an entire re-design I had to re-design the first area that Nukey mentioned; I hope it is just as challenging! Thanks everyone for helping me work out the bugs! haunted_adventure___rc07.zip
  13. I will check this (to make sure I didn't do this intentionally); I guess it may look sloppy... It's tough to map something sinister with those playfields.
  14. I love those, uhm... intestines??!!!???!!!
  15. Here is Haunted Adventure with a slightly longer ladder to ease frustrations in the dark mazes. Spoilers: Since you can reach above the top rung on a real ladder, you can position the ladder inside and stucking out below just slightly any barrier/wall you wish to climb. The coding allows for you to reach over the top (or bottom, depending on where you are in the story). BTW, you can pick up the dismembered hand (yuck) in game 2 using the ladder if you really know what you are doing... The glimpses of other apparent scenes that you can't reach in the dark mazes deep under the grey cavern are intentional. So is the one way passage (remember Zork?)! haunted_adventure___rc06.zip
  16. Nukey, looking terrific, as always!!!
  17. Thanks to Stan Jr. for extensive testing and comments, and thanks to Nukey for the numerous coding tips for this and a possible future project Changes in rc05 (final rc?) Functional: -Eye/dot location slightly changed to ensure pick up when searching (in odd cases it could not be picked up and thus ruined the game). -Black and white switch will enable player to see the invisible hand and eye on the floor, especially helpful for game 2 and 3; most elements will appear in colour in b/w mode Graphics: -new ghost attack -new doors to lower levels -bat more like HH but still with eyes (I always liked the Adventure bat better with eyes) -name room -lighting in dark made circular (thanks Nukey) notes/spoilers: Sometimes the barrier to the secret room can be breached with the eye/dot and one object (key), but sometimes it takes two objects or three; and sometimes it is inaccessible with three. I believe this is a quirk in the adventure "engine". Nukey says, "Also, since the bridge only allows movement within 2 horizontal pixel widths, it might be impossible to move through it if the magnet changes it's X location by 1 (though I'm not sure about that). The player vs. object X differences get thrown off by 1 each time you move across a screen boundry (which is why sometimes you can slide along the castle gate area, and other times you can't)." The ladder/bridge has a small area above and below this to avoid the above mentioned quirk. The ladder was intentionally made small to be difficult to find in the dark mazes, however, several comments have made me seriously reconsider that design decision. HA was designed to be a more difficult adventure, but not frustrating. In short, should I make the ladder larger and thus visible, lowering the difficulty level of the game? If no changes are made to the ladder, this will be the final rc, unless some other issues pop up. haunted_adventure___rc05.zip
  18. Out_of_Gas, I love this hack. You should think of making a cart, too!
  19. Wow! What professional work! A great hack!
  20. I really like this Pacman hack! Too bad you can't go back in time and undo the videogame crash! Your skills are amazing!
  21. Everyone, thanks for all the feedback, comments, suggestions, and help! The hack has improved beyond what I was originally going to do because of all your valuable input! Thanks to Nukey, I was able to partially implement some coding changes for release candidate 04. (The ladder/bridge on the left side is problematic, though, see next section.) Changes in rc04: Functional -Ladder (yes, it's supposed to be a ladder [bridge]) properties match the graphics more closely, with some leeway for the dismembered hand [magnet] (yes, a deceased person's hand, possibly Graves') anomolies mentioned by Nukey (the Adventure bridge had some small leeway, too, for going up and down) -one ghost no longer afraid of key Thanks Nukey! Graphics -minor change in name room to reflect version # To do for rc05: -read Stan Jr.'s list -ladder/bridge disappearing on left side. (I could use some help with this; it happens in adventure as well, so I'm not sure about this but I know it's bothering people ) -fix up the ghosts' graphics a bit ? Questions for players: -The hand is supposed to be hard to see, but if this is a big nuisance could someone suggest a good, rotty colour? -Are the doors to the lower rooms (hacked castle rooms) okay with no extra graphics? -Want hints for game two? -Any other suggestions for improvements are welcome! Thanks for playing! haunted_adventure___rc04.zip
  22. Taking a break to try out your newest hack - another cart label in the works?
  23. Wow! I am impressed by all the support this hack is getting. I want to thank everyone for helping make this much better and helping me with my limited hacking skills. First , the belated release rc03: Changes since rc02 Graphics: -new numbers in level select room -new ghost and sceptre graphics suggested by Out_of_Gas - what does everyone think of the new ghosts? -changed name to Haunted Adventure To Do for rc04: Functional: -fix the ladder/bridge as noticed by Pixellated Ghost (thanks) and suggested by Nukey (thanks Nukey, I was going to ask you! I will credit you in the manual!!!) -try to get rid of "Yorgle's" fear of the "yellow" key Graphics: -ghosts? -portcullises/gates? Any other suggestions? Has anyone figured out game 2 yet? haunted_adventure___rc03.zip
  24. Thanks Out_of_Gas for the new label and helping with new graphics! I'm still tweaking before I release the improvements... That was the idea with the new mapping! Ugh! I'm up way too late playtesting. I'll post Release Candidate 3 tomorrow (May 4th) evening...
  25. Thanks for taking a look at the hack and the compliments, Stan Jr.! At first I was doing this just for fun, but now I'm doing it for fun AND seriously considering making this into a cart with a manual (maybe I'll ask AA to help), so I appreciate all the play testing and the critiques. With my limited hacking skills, these were the best compromises I could make (unless I can figure out how to make the object bigger). Should I make it face the other way? It faces that way in Haunted House, although at a diagonal. And if I put too much detail on the sceptre, it would look like a blob and not be the right proportions. The same with the ghosts - the Haunted House ghost actually looks too cute or goofy when floating around, so I thought a symmetrical ghost would look better and I could have more freedom trying to scare people. It wasn't my intention to make them look like Pac-man ghosts (aarugh! Must get that thought out of my head!) Nevertheless, it's great to get constructive criticisms and suggestions. Thanks for the thoughts; I'll play around with certain small details in the gameplay of game two and graphics to see if there's any improvement. I wonder what others think of the sceptre and ghosts.
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